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May 29, 2016
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May 29, 2016
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Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Audio, Design, Programming, Production, Art, Console/PC

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Budgeting for audio in your game's crowdfunding campaign 5
by Gamasutra Community [05.24.16]
"As a composer and sound designer for games, Iíve been asked many times for my rate(s) in anticipation of a crowd funding campaign. Given the frequency of these requests, I want to share my thoughts."
Audio, Business/Marketing, Indie

Facebook acquires VR audio startup Two Big Ears, makes tools free  
by Christian Nutt [05.23.16]
Oculus now has an integrated VR audio solution, which will be platform-agnostic and free-to-download.
Audio, Business/Marketing, Console/PC

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, GDC Europe

How Samorost 3's stunning soundtrack came together 2
by Christian Nutt [05.20.16]
Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Audio, Console/PC, Indie, Video


Game Engines: Past, Present and Future (part 2) 1
by Kevin Normann [05.23.16]
A look at coming "cloud based" game development methods compared to traditional development from the perspective of one veteran video game developer. This article is intended to be informative to non-developers as well as developers.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR

Budgeting for Audio in Your Game's Crowdfunding Campaign 5
by Kole Hicks [05.23.16]
In this article I'll walk you through the process of determining the potential audio costs of your project; specifically when figuring out your crowdfunding goal.
Audio, Business/Marketing, Production, Indie

The Terminal Reality Years: A Crash Course In Game Development 2
by Ryan Darcey [05.20.16]
Looking back on my first job in the industry and some philosophies formed about what it means to be a Game Developer.
Audio, Design, Programming, Production, Art, Console/PC

Short Cues  
by Eugene Vasile [05.20.16]
New demos we are working on.
Audio

A Musical Twine Post(bug)mortem  
by Meghann O\'Neill [05.19.16]
Herein lies the tale of a determined ladybug, 6 composition students (and me), 12 weeks and a completed game soundtrack. Though the medium of Twine, learn about our process, philosophy, contribution to charity and PR faux pas, alongside personal stories.
Audio, Design, Production, Indie

How Music Can Intensify Video Games: Part One 2
by Winifred Phillips [05.17.16]
How does music shape tension in a dramatic presentation such as a game? This blog includes insights from experts & audio examples of the tension-filled music I composed as a member of the music team for the Homefront: The Revolution first person shooter.
Audio, Console/PC


Glu Mobile — Toronto, Ontario, Canada
[05.27.16]
Senior Game Programmer


Glu Mobile — Toronto, Ontario, Canada
[05.27.16]
Senior 2D Animator


Planet3 — Washington, District of Columbia, United States
[05.27.16]
Lead UI/UX Designer


Game Circus LLC — Addison, Texas, United States
[05.27.16]
Game Server Engineer


Cold Iron Studios — Santa Clara, California, United States
[05.27.16]
Senior Environment Artist
Cold Iron is seeking an experienced Senior Environment Artist to join our world class team on our next AAA title for consoles and PC! Do you excel at building props and spaces that are as pleasing to look at as they are to play with? Are you a passionate game developer looking to create the best experiences possible? Join our creative, collaborative studio where you will help craft visually inspiring worlds and awesome gameplay environments.

Cold Iron Studios — Santa Clara, California, United States
[05.27.16]
Senior Game Programmer
Cold Iron is looking for a Senior Game Programmer to join our growing game development team in the SF Bay Area in California. Reporting to the CTO, the Senior Game Programmer will be joining our team in developing a new project in Unreal Engine 4. The ideal candidate has a history in a senior or lead role. The candidate will help with architecture, implementation of systems, and help guide other engineers in the development of the game. This role is responsible for designing, writing, and modifying data and code with a heavy focus on real-time performance and usability.

Cryptic Studios — Los Gatos, California, United States
[05.26.16]
Project Manager


Respawn Entertainment — CHATSWORTH, California, United States
[05.26.16]
VFX Artist
Respawn is looking for a VFX Artist to contribute to a new 3rd person, action-adventure Star Wars TM game. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Respawn Entertainment — CHATSWORTH, California, United States
[05.26.16]
Camera Designer
Respawn is looking for a Camera Designer to contribute to a new 3rd person, action-adventure Star Wars TM game. The Camera Designer will design and oversee all elements of runtime camera systems. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Respawn Entertainment — CHATSWORTH, California, United States
[05.26.16]
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to work on a new 3rd person, action-adventure Star Wars TM game. You will contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.